15.11.2012 Views

GURPS Martial Arts - Home

GURPS Martial Arts - Home

GURPS Martial Arts - Home

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Special-Case NPCs<br />

Non-player characters should generally be subject<br />

to the same rules as PCs. Needlessly dangling options<br />

in front of the players that they can’t exercise – but that<br />

the GM’s alter egos can – erodes GM-player relations.<br />

There are situations where it’s appropriate to make<br />

exceptions, however.<br />

Cinematic NPCs in Realistic Games: A martial-arts<br />

master with cinematic abilities provides a handy way<br />

to segue from a realistic campaign to a hybrid or cinematic<br />

one. Often he’s a teacher, helping the PCs develop<br />

cinematic abilities of their own. In a conspiracy or<br />

horror game – and even in some kinds of pulp and fantasy<br />

– a fighter with cinematic martial-arts abilities is a<br />

suitable opponent. In that case, it’s crucial that the GM<br />

portray the villain’s capabilities as mysterious and dangerous<br />

– like black magic – so that the players experience<br />

fear or moral superiority, not jealousy.<br />

Realistic NPCs in Cinematic Games: In games<br />

where the PCs are bouncing off walls and swinging<br />

from chandeliers, it’s traditional for “cannon fodder”<br />

NPCs to lack access to cinematic abilities and combat<br />

options that the PCs take for granted. If the campaign<br />

has horror overtones or focuses on epic moral conflict<br />

– both of which feature in many martial-arts movies –<br />

it’s true-to-genre for certain foes to be dangerous<br />

because a number of realistic rules apply when fighting<br />

them. For instance, the faceless knights of the evil<br />

overlord might have no special skills and rely on armor<br />

for defense . . . but hitting them with bare fists hurts<br />

(Harsh Realism for Unarmed Fighters, p. 124) and they<br />

fight dirty, chopping off limbs and targeting vital areas<br />

(Realistic Injury, pp. 136-139).<br />

Strengths: Gamers who like to play action heroes can pull<br />

it off by spending character points to buy successes or burning<br />

FP for extra effort. Players who prefer a trusty, no-frills<br />

sword or gun can have that, too – and the points they save<br />

by avoiding massive investments in flashy skills such as<br />

Acrobatics can buy combat skills that make them as effective<br />

as their showoff teammates. A fair compromise, but<br />

compare Rubber Realism (p. 240).<br />

Weaknesses: Too cinematic for some diehard realists,<br />

who will see enough of the pro-realism bias in the combat<br />

system to want more. Those who like cinematic games may<br />

be frustrated at the “glass wall” between them and the<br />

really cool optional rules. Powerful borderline-realistic PCs<br />

can do through brute force much of what cinematic<br />

ones can do with special abilities, defeating the point of<br />

choosing a realistic campaign.<br />

THE CINEMATIC CAMPAIGN<br />

The cinematic world is that of martial-arts movies and<br />

legend. In a cinematic game, martial artists can do the<br />

impossible – or at least the highly improbable. As with realistic<br />

games, abilities and combat rules both make a contribution<br />

to the overall “feel,” and the GM must make choices<br />

238 CAMPAIGNS<br />

that satisfy his expectations and those of his players. Below<br />

are some <strong>Martial</strong> <strong>Arts</strong>-specific guidelines to supplement the<br />

general advice on cinematic campaigns on pp. B488-489.<br />

Cinematic Characters<br />

Cinematic PCs (and NPCs) should have access to incredible<br />

abilities. As noted under Cinematic <strong>Martial</strong> Artists<br />

(p. 30), these can range from a few cinematic skills, through<br />

superhuman attributes and exotic advantages, to fullfledged<br />

super-powers – and perhaps include all of these<br />

things – depending on the GM’s plans for the campaign.<br />

Minimum power level is around 200 points, simply because<br />

the PCs have to be able to afford such abilities.<br />

Unlike realistic campaigns, cinematic campaigns don’t<br />

demand that abilities line up with occupations. The cook at<br />

the noodle stand is often a master of chopping more than<br />

vegetables, the foppish duke could be a deadly swordsman,<br />

and the mild-mannered reporter might be a superhero by<br />

night. What matters isn’t that a hero’s skills are realistic –<br />

because they won’t be – but that they’re consistent with the<br />

legends about his fighting style and with his personal style.<br />

Still, the templates in Chapter 2 can help players design<br />

many kinds of heroes found in martial-arts fiction – just<br />

apply the “Cinematic” lens! For instance, the ninja of legend<br />

would use the cinematic Assassin or Spy template, while an<br />

action-movie vigilante has the cinematic Crimefighter template.<br />

Several templates provide a “Tough Guy” lens for the<br />

player who wants his PC to thrive in a cinematic environment<br />

without flashy moves – an important archetype in<br />

many martial-arts tales.<br />

Cinematic heroes should have at least some of the cinematic<br />

skills, techniques, and Style Perks listed for their style<br />

in Chapter 5, and probably several optional traits. This<br />

makes the style lenses under Choosing a Style (pp. 144-146)<br />

unsuitable, since they specifically exclude cinematic skills<br />

and techniques. However, “Self-Defense” and “Trained by a<br />

Fraud” have a way of showing up in silly stories . . . and<br />

tough guys without cinematic skills often have the<br />

“Military,” “Police,” or “Street” lens.<br />

Above all, a cinematic PC or NPC needs a strong sense of<br />

his place in the campaign. Be he a bumbling fool with<br />

untapped talent, a brooding assassin, a square-jawed pulp<br />

hero, or a romantic swashbuckler, his personality, actions,<br />

fighting style, and gear should paint a single, vivid picture.<br />

For instance, cinematic ninja dress in black and use swords,<br />

not guns; pulp heroes do carry guns, but prefer fists; and<br />

swashbucklers use swords and pistols, but dress in lace and<br />

avoid skulking and brutish fisticuffs.<br />

Mad, Crazy Action<br />

Cinematic campaigns should move quickly and emphasize<br />

action over detail. When the heroes are taking on guns<br />

with fists and dashing up tree trunks, it’s missing the point<br />

to worry about how hard it is to stand up in armor (you can<br />

do acrobatics in armor!) or whether it’s possible to throw a<br />

Back Kick while seated (over the shoulder, of course!).<br />

Cinematic games should therefore avoid the high-detail<br />

options recommended for realistic campaigns in Combat<br />

Realism (pp. 237-238) – particularly those suggested under<br />

Gritty Realism. Instead, the GM should use the cinematic

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!